The Mishima Zaibatsu started a war against the world. The rise of the G Corporation opposition resulted in a global trail of carnage. In the fray, a large portion of the Zaibatsu's special military unit, the Tekken Force, defected from the organization. Lars Alexandersson led the coup d'état and became a ranking officer in the Tekken Force at a fairly young age due, in part, to his renowned physical and mental ability. Despite this high rank, Lars often fought on the front lines, which made him quite popular among his subordinates. Only he knew the fact that he drew the Mishima bloodline through his father, Heihachi Mishima. Even Heihachi was not aware of this piece of information.

b+1: This move can be used as a long range mid to keep opponents out and it's a homing move.

Damage: 21Startup: 15 On Block: -9 On Hit: +3

db+2, 1: This is move is great for starting Lars's offense. He steps in with two mid hits and the seond one has some slight tracking to it. This leaves Lars with great frame advantage on hit and it's safe on block.

Damage: 26 Startup: 15 On Block: -6 On Hit: +6

df+1: This is a good close range poke. It has some high crush frames so it will occasionally beat out opponents' jabs. It also leaves Lars with great frame advantage on hit.

Damage: 18 Startup: 13 On Block: -1 On Hit: +5

uf+3: Here we go. The move Lars players love to spam. This launcher crushes lows, some mids and some highs as well. The range is good making it useful for whiff punishing. The only downside is that it is rediculously negative on block. Even Steve can launch punish it on block. Though it is very good, do not get in the habbit of just throwing it out hoping to win.

Damage: 24 Startup: 16 On Block: -21 On Hit: KD

ff+4, 3: This is a natural combo that starts with a low. It's unsafe on block, but the damage makes up for it. Its good to throw out once in a while for a wuick big chunk of damage.

Damage: 45 Startup: 21 On Block: -31 On Hit: -3

f+1+2: This is Lars's primary launcher. It's more useful in Tag 2 because it's tag bufferable. you should always be looking for an opportunity to side step an attack, follow up with f+1+2, then tag buffer it to take off an opponents red life.

f, b+2, 1: This move is risky, the input is awkward, and the damage off of it isn't great unless tag assult is used. It should be reserved for punishes.

Damage: 30Startup: 14OnBlock: -16On Hit:

f+1+2: This is a great close range launcher and whiff punisher. It's tag buffereable and most characters can't launch punish it. Try to set it up with a side step.

Damage: 27Startup: 15On Block: -14On Hit:

uf+3: The move was nerfed a bit sice Tekken 6. It still crushes many lows, some mids, and highs. It will often get beat by standing jabs. Try nto to get into the habbit of just throwing it out because every character can launch punish it. Even Steve.

Damage: 24Startup: 16On Block: -21On Hit:

ff+2: This is a long range launcher. It's best used to whiff punish. Hold forward to cancel into Silent Entry to continue the combo

Damage: 27Startup: 22On Block: -13On Hit:

WS+1: This launcher can be used in Full Crouch mixups or after ducking a high attack. Hold forward to cancel into Silent Entry to continue the combo.

Damage: 21Startup: 15On Block: -12On Hit:

uf+4: This launcher is slow, but it crushes lows and some mids. It's tag bufferable and leads to beg damage. This is best used defensively .